Ministeve's HLDM tut. Created 20 years ago2004-11-08 09:41:41 UTC by Peace and LOve Peace and LOve

Created 20 years ago2004-11-08 09:41:41 UTC by Peace and LOve Peace and LOve

Posted 20 years ago2004-11-08 09:41:41 UTC Post #72195
Here! if you missed it.

Good tutorial overall. a bit short, maybe you should get some layout pics of teh basic HLDM maps to show what kind of layout a good HLDM map has.

And one thing, I don't/never will/hope I don't have to make an HLDM map, but one thing doesn't make sense to me:
Why do you need an info_player_start and an info_player_deathmatch? Explain teh reasons. Even if it's just for testing or summat.

Are there any specific entities taht should be mentioned that haven't?

Overall I think it's good for all teh newbies, btu is there any other information that they might not know, that you pro's do?

Good Job Steve (lol - steve)
Posted 20 years ago2004-11-08 09:54:54 UTC Post #72200
HLDM was kinda ok but i hear that it wasdn't being redone with hl2
(or wos that DMC?) :zonked:
Posted 20 years ago2004-11-08 11:56:30 UTC Post #72213
No, but his is for HL1, anyone wanting to map for HL2DM is wasting their time looking on a HL1 editing site.
Posted 20 years ago2004-11-08 12:32:47 UTC Post #72215
Great job, ministeve, with the tutorial.

However, I did have many questions even after carefully reading through its entirety. For example, it wasn't clear how many spawn points are typically located in the map (for a specific size map). And how many info_player_start vs. how many info_player_deathmatch. Does the mapper have any control over which spawn point the player becomes reincarnated? The element of style with weapon/ammo/spawn point placement should be briefly mentioned. And, of course, any one of the well-designed deathmatch maps can serve as an example for the beginners (myself included).

Fortunately for me, RabidMonkey came to the rescue for my questions. But it would be nice if these could be clearly stated as part of the tutorial.

Sometimes the seasoned pros writing the tutorial forget the knowledge they already possess and take them for granted. The beginners need every single detail spelled out, or they'll be posting questions on the forums.
satchmo satchmo“Ever tried. Ever failed. No matter. Try again. Fail again. Fail better. -- Samuel Beckett”
Posted 20 years ago2004-11-08 18:05:03 UTC Post #72244
Sound advice.

Ministeve?
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 20 years ago2004-11-08 19:01:52 UTC Post #72269
im on it now.

the info_player_start is required in all maps, be they singleplayer or multiplayer. just one info_player_start will suffice, but place as many info_player_deeathmatches as you need. the mapper has no control over where the players spawn.
hehe, "us pro's". makes me feel all warm and fuzzy. only a few issues describing the type of map you make. for example, killboxes are frowned upon, as as the title describes, they're just boxes. and no maps recreating your house, or anything like that. house maps usually end up lacking detail. i mean take a look at the room you're in now. do you think it would be fun to put all that detail into a map? i think i would give up about the time i started work on the guitar strings :lol: .
a good deathmatch map is something with a simple layout and a sense of purpose (is this map actually supposed to do anything? e.g power plant, laboratory)

a bad deathmatch map example:

ofr those of you who've played halo, think back to the chiron level. you know, the one with all the teleporters.
http://www.4gamer.net/specials/halo_multi/img/05/ph12.jpg <--very messed graphics
http://nikon.bungie.org/screenshots/ign.102901/chiron.jpg
http://nikon.bungie.org/screenshots/truthandrecon.112202/pm_chiron.jpg
although i have to admit this was a very fun map, its layout was confusing, and some rooms were never actually used as anything more than a passage between two areas. it was because of the awkward layout that this map was hardly ever played. you should always keep in mind that new players to your map should be able to find their way around quickly.
Posted 20 years ago2004-11-08 19:02:56 UTC Post #72270
and my name IS NOT STEVE!
Posted 20 years ago2004-11-08 19:14:24 UTC Post #72275
I 'spose you want me to add that??
Or are you going to update your site.. let me know when you do.
Posted 20 years ago2004-11-09 09:20:48 UTC Post #72345
One other thign I noticed:

"Unfortunately, this time you wont have the luxury of things like HINT brushes to stop some parts of the map not being rendered, because on multiplayer games the whole map is rendered at the same time."

This isn't the case, the map is rendered by each player individually, and Hints still work in multiplayer maps.
This is 100% the case for every other mod I've mapped for, I can't see HLDM being any different.
It is true that speeds have to be kept down because you've got alot of cpu usage working on what the other players are doing, and all the models and sprites it has to render that wouldn't normally be tehre in a map.
Posted 20 years ago2004-11-09 17:09:22 UTC Post #72404
really? i just assumed that because you werent allowed gl_wireframe on. now that i think of it, its possible that gl_wireframe isnt allowed because it would show players where other people are.

andy, if you want to add all that in then go ahead. since halo 2 comes out on thursday i probably wont be on my pc for, um... ever. at least not for a few weeks.
Posted 20 years ago2004-11-09 17:29:44 UTC Post #72406
HERETIC!

BURN HIM
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 20 years ago2004-11-10 06:33:09 UTC Post #72467
What... you want me to sift through that stuff for reliable information because you are off to play Halo 2??

Sigh... It isn't going to happen...

PaLO is right,
I should have spotted the mistake. You can use hint's in MP maps, actually I strongly suggest it.
What you can't do is actively see the speed effect in MP mode, so you check the hints in a single player run.
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